It has 8 wheels (4 on the left, 4 on the right) that accelerate differently to cause turn (that is, the wheels don’t turn, there is just an acceleration differential between left and right side to turn).The issue I’m having is the vehicle gets stuck on the walls around the driving area. If I drive parallel to the wall it will get stuck, or it could get stuck at angles. Can anyone give me any tips to help this not happen?
Yeah I read that, and I was wondering if there was a solution that involved preventing it from getting stuck in the first place rather than getting it out once it is stuck. Here’s what the collision debug looks like.
Is there a particular reason why your collision mesh is so complicated? In general, you really want collision meshes to be as simple as you can accept for your given problem. At first glance, your mesh looks like it could be modelled reasonably well as a rectangular box. If you really need accurate collisions with the places that are sticking out, then you could add a couple of those planes onto a rectangular collision box. I highly doubt that this will help your problem with getting stuck, but I thought I’d toss in my 2 cents on simplifying your collision shapes in case it’s helpful later on.
You need to use smaller triangles. Its the only solution that doesnt involve work-arounds. But you can use larger triangles in areas that dont really need such precision.